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Posted

 

I'd like more options for the succubus when it comes to manipulating NPCs. Stuff like new Illusion/Alteration spells and so on. For instance, cast a spell on someone and force them to masturbate. Cast a spell on someone and tell them to disarm themselves. Maybe even a spell that allows you to control someone entirely (there's a spell in the Apocalypse Spells mod that allows you to take control of someone's body and they fight automatically when near enemies, for instance).

http://www.loverslab.com/topic/68063-wip-succubus-spell-pack/?do=findComment&comment=1702994

 

Maling this as a plugin to PSQ

 

 

I love a lot of the ideas in that mod in regards to powers, but the loss of all magicka regen is a dealbreaker for me.  I treat succubus energy as just another resource alongside food, water, warmth and rest.  My succubus is also a ranged-magic support caster, and has only ever leveled up combat skills through book reading.  If use of fireballs makes it necessary to have sex after every combat... that isn't the style of game I want to play.

 

If you ever get that mod up and running with options like loss of magicka regen (and enhanced magicka pool) that can be toggled on and off, I'd grab that instantly.

 

I know your concern is balance, but at this stage of the mod scene, balance is entirely in the hands of the player.  For a load order with 200+ balance-affecting mods, what exactly does balance mean?  For instance, the majority of balance-adjusting mods I use make the game harder, not easier (unleveled, most scaling removed, larger numbers of spawns, dragons cranked up to 300% usual abilities, etc.)

 

My advice is not to get hung up on balancing the mod, just give people options and they can use to balance it themselves (just as PSQ does, just like Better Vampires, etc).

 

Best wishes on the mod, I know papyrus can be a headache!

Posted

 

 

I'd like more options for the succubus when it comes to manipulating NPCs. Stuff like new Illusion/Alteration spells and so on. For instance, cast a spell on someone and force them to masturbate. Cast a spell on someone and tell them to disarm themselves. Maybe even a spell that allows you to control someone entirely (there's a spell in the Apocalypse Spells mod that allows you to take control of someone's body and they fight automatically when near enemies, for instance).

http://www.loverslab.com/topic/68063-wip-succubus-spell-pack/?do=findComment&comment=1702994

 

Maling this as a plugin to PSQ

I love a lot of the ideas in that mod in regards to powers, but the loss of all magicka regen is a dealbreaker for me. I treat succubus energy as just another resource alongside food, water, warmth and rest. My succubus is also a ranged-magic support caster, and has only ever leveled up combat skills through book reading. If use of fireballs makes it necessary to have sex after every combat... that isn't the style of game I want to play.

 

If you ever get that mod up and running with options like loss of magicka regen (and enhanced magicka pool) that can be toggled on and off, I'd grab that instantly.

 

I know your concern is balance, but at this stage of the mod scene, balance is entirely in the hands of the player. For a load order with 200+ balance-affecting mods, what exactly does balance mean? For instance, the majority of balance-adjusting mods I use make the game harder, not easier (unleveled, most scaling removed, larger numbers of spawns, dragons cranked up to 300% usual abilities, etc.)

 

My advice is not to get hung up on balancing the mod, just give people options and they can use to balance it themselves (just as PSQ does, just like Better Vampires, etc).

 

Best wishes on the mod, I know papyrus can be a headache!

 

I could probably make the magical Regen an optional toggle. The balance will mean that there are deteiments,deawbacks and weaknesses to all the spells. No one of the spells should be able to get through all situations, but combinations of them all, plus maneuvering and intelligence. The mod is stealth and teamwork oriented, so a character reliant on these spells will have to be creative to get out of a fight, but still will be able to do so without relying on throwing fireballs.

 

TL;DR if youre smart and sneaky, you'll clear out a whole dungeon with he powers, but if you blunder up and get the guards on you, you'll have to be creative to survive, but you should be able to get away without relying on destruction.

Posted

Hello. Can anyone tell me how to actually fly? I've enabled flying, have wings enabled, they show up in my character, when I press the key it says 'flying enabled', but I don't know how to actually fly.

Posted

Hello. Can anyone tell me how to actually fly? I've enabled flying, have wings enabled, they show up in my character, when I press the key it says 'flying enabled', but I don't know how to actually fly.

 

Yes, what are the flight controls? Up, down, bank left, bank right, and so on

Posted

Hello. Can anyone tell me how to actually fly? I've enabled flying, have wings enabled, they show up in my character, when I press the key it says 'flying enabled', but I don't know how to actually fly.

 

This mod doesn't have a flying mod that comes with it. You have to download a flying mod from Nexus. I'd recommend Flying Mod Beta.

Posted

 

Hello. Can anyone tell me how to actually fly? I've enabled flying, have wings enabled, they show up in my character, when I press the key it says 'flying enabled', but I don't know how to actually fly.

 

This mod doesn't have a flying mod that comes with it. You have to download a flying mod from Nexus. I'd recommend Flying Mod Beta.

 

 

Wait, so... What's the point of it coming with 'flying' options?

 

Also, I have a question: Do Succubus parts add armor rating, other than the ones that obviously would like Succubus chest armor? For instance, the tail, the horns, etc.? Also, does 'armor rating' counts as armor? I'm asking this because there's a perk from one of the mods I have that makes your Destruction spells stronger so long as you aren't wearing any armors. I'm not sure if either cases I mentioned above count as 'armor'.

Posted

I figured I wouldn't double-post but what the hell. My previous post has nothing to do with what I'm about to suggest.

 

I'd like if you added more FX effects to the mod. I was playing around and I got hit by a spider's spitting attack, and it added this cool visual 'burning' effect to my character. I figured PSQ could add something like that to make Succubuses (Succubi?) look more vibrant and possibly darker.

 

There are also a couple other FX effects that comes to mind, like the one that most (if not all, not sure) Draugr have, which makes their eyes have this cool 'shiny' effect.

 

As for another suggestion unrelated to cosmetical effects, it would be cool if in your Succubus form, you passively affected nearby NPCs/creatures. For instance, lower-level bandits run away or just cower in fear, undead passively join you in combat or at the very least are neutral to you, etc., or even have NPCs ignore you and make comments to the effect of, "please, I'll just stay away from you". It would be pretty cool also if there were an option for the Succubus to gain arousal when getting hit, if it's not outside the scopes of this mod.

Posted

The 'Allow Kill By Drain' hotkey seems to be broken. Pressing it seems to toggle between one or two options. Seeing as there are three, I'm guessing it's not working correctly.

 

There are three conditions for kill, the hot key only effects if those conditions will be applied. I.E. with it at 1 it will kill based on the conditions, at 2 it will not kill no matter the conditions.

Posted

 

I installed all requirements, but my character doesn't transform properly. When I click the Transform to Succubus button, it transforms broken mesh and texture. Looks like a pyramid sushi. Of course, I also installed Transform dummy files.

What is wrong?

I have tried from 2.17 to current version.

 

Not sure I understand, did you replaced the dummy files or did you just downloaded them ?  They're just placeholders that need to be replaced by the items of your choice.

 

If you do not want to use custom meshes etc you can disable the armors transform in the MCM.

 

 

I figured it out somehow. Didn't realize it requires them. Thanks!

Posted

Will transformations work with Unique Character V 1.1 Complete??

 

I've tried it once or twice with no luck, wasn't sure if I was doing something wrong or it is simply incompatible with Unique Character mod.

 

If Unique Character is a problem, what is the best custom race mod people have had luck getting this to work with?

Posted

Will transformations work with Unique Character V 1.1 Complete??

 

I've tried it once or twice with no luck, wasn't sure if I was doing something wrong or it is simply incompatible with Unique Character mod.

 

If Unique Character is a problem, what is the best custom race mod people have had luck getting this to work with?

 

You don't need a custom race mod. Once you "Become the Succubus" you are in essence a unique race as long as you use the transform package. I'm assuming you want this for custom textures, right? Just put the textures you want in the transform package and there you have it, the best part is that you can have two sets of textures, one for the transformed state and one for the normal state.

Posted

 

Will transformations work with Unique Character V 1.1 Complete??

 

I've tried it once or twice with no luck, wasn't sure if I was doing something wrong or it is simply incompatible with Unique Character mod.

 

If Unique Character is a problem, what is the best custom race mod people have had luck getting this to work with?

 

You don't need a custom race mod. Once you "Become the Succubus" you are in essence a unique race as long as you use the transform package. I'm assuming you want this for custom textures, right? Just put the textures you want in the transform package and there you have it, the best part is that you can have two sets of textures, one for the transformed state and one for the normal state.

 

 

 

 

So you are saying uninstall my Unique Character mod and put the textures / meshes into the PSQ "normal" folders?

 

Posted

 

 

 

 

So you are saying uninstall my Unique Character mod and put the textures / meshes into the PSQ "normal" folders?

 

 

 

It really depends on what you are trying to do. If all you want is skin textures then you probably don't need the custom race mod.

 

Case in point, here is my Succubus transformed;

 

post-1076484-0-81270400-1487876088_thumb.jpg

 

Here she is as her non-transformed self;

 

post-1076484-0-76010000-1487876446_thumb.jpg

 

And this is a different PC, but she has the textures and the body mesh of the NPCs that are in the game with the succubus.

 

post-1076484-0-78327800-1487876159_thumb.jpg

 

So if all you want is custom meshes and textures, then a Unique PC mod is redundant.

Posted

 

 

 

It really depends on what you are trying to do. If all you want is skin textures then you probably don't need the custom race mod.

 

So if all you want is custom meshes and textures, then a Unique PC mod is redundant.

 

 

 

Awesome thanks, I tried PSQ before but nothing happened at all when hitting transform, I was thinking it was the Unique Character mod... Next time I feel like changing my install a lot I'll give that a go, thanks!

Posted

 

 

 

 

It really depends on what you are trying to do. If all you want is skin textures then you probably don't need the custom race mod.

 

So if all you want is custom meshes and textures, then a Unique PC mod is redundant.

 

 

 

Awesome thanks, I tried PSQ before but nothing happened at all when hitting transform, I was thinking it was the Unique Character mod... Next time I feel like changing my install a lot I'll give that a go, thanks!

 

 

For sure! You do need to download the Transformation Package, and it has dummy files in it, so it doesn't work out of the box. You need to replace the dummy files with what you want. Use the same folder structure and file names. So just copy/paste and rename where necessary.

 

Posted

 

 

 

 

 

It really depends on what you are trying to do. If all you want is skin textures then you probably don't need the custom race mod.

 

So if all you want is custom meshes and textures, then a Unique PC mod is redundant.

 

 

 

Awesome thanks, I tried PSQ before but nothing happened at all when hitting transform, I was thinking it was the Unique Character mod... Next time I feel like changing my install a lot I'll give that a go, thanks!

 

 

For sure! You do need to download the Transformation Package, and it has dummy files in it, so it doesn't work out of the box. You need to replace the dummy files with what you want. Use the same folder structure and file names. So just copy/paste and rename where necessary.

 

 

 

Actually, just to point out one more thing about these steps. Textures do not normally follow what PSQ says should be the location for them. That information is actually inside the meshes themselves. So the Unique PC mod actually sets up its own race, which has it's own meshes, which point to its own textures. To use PSQ to do this without the Unique PC mod, you would need to;

  1. Install PSQ and the dummy files.
  2. Open up the Unique PC mod and move/rename the body meshes from it to the 'original body' folders of PSQ, overwriting the dummy files.
  3. Now, the next part will depend on how you install mods and maintain them.
  • A. Using Mod Organizer, you can keep the Unique PC mod installed, just deactivate it's .esp on the right side window. This will keep it's texture files loaded in the proper position and your 'original body' will be able to find them.
  • B. Using Mod Organizer, If you prefer to remove Unique PC mod, then copy its entire texture folder into another mod (such as PSQ), and then remove Unique PC mod. This preserves the file path that the textures reside in allowing your 'original body' to still find them.
  • C. Using Nexus Mod Manager, the step detailed in B applies here too, but A will not work.

  • D. Using manual installation, the step detailed in A applies here too, but instead of deactivating the .esp, you can simply delete it, but only the .esp file.

  • E. If you feel like taking a couple minutes to learn a new program, Nifscope can be used to actually change the data in the meshes to match the texture file paths that the dummy files have. Then of course move/rename your textures into the dummy files, replacing the ones you need. While the process isn't too difficult once you understand whats being changed and how, it can be tedious to have to do it for all the meshes (both body files, hands, and feet. Head mesh too if you use that.) I'd only recommend this option if none of the other four work for you, as its the only way to be absolutely sure your body will be unique, and the textures you want will work.

The last thing is an issue on relying on PSQ to manage this feature for you, it will only work AFTER you become a succubus and transform for the first time. Because you want to use the 'original body' meshes, I would recommend either installing a transformation package or copying your 'original body' meshes into your 'succubus body' folder, overwriting the dummy files there too. Then setting the PSQ MCM to transform your body when using the Succubus Form ability. If you skip having a transformation package or copying the meshes into the 'succubus body' folder, then you will disappear due to not having any body meshes (this is temporary, and will only be the case as long as long as you are in succubus form with the body change feature enabled. After doing it once, you should be able to disable the body change feature, and remain in your 'original body'). If you transform without having the body change activated to prevent that, I'm pretty sure it wont change you into the 'original body' since it didn't change it when you transformed.

Sorry it sounds a bit complicated, but this is the stuff I've learned from essentially modding my mods (not creating my own, just adjusting the ones I use). It would be awesome if everything was plug-and-play, but the game itself wasn't set-up with the mindset to make it easy to mod, only so "it just works".

 

Posted

i think familiars are broken in 3.2.8a

 

i can summon them if i use succubusfamiliarquestscript.pex from 3.2.6, but the script from 3.2.8a only shows me energy in the top left corner, and it doesn't cast the spell to summon any of the familiars (horse wolf atronach)

Posted

i think familiars are broken in 3.2.8a

 

i can summon them if i use succubusfamiliarquestscript.pex from 3.2.6, but the script from 3.2.8a only shows me energy in the top left corner, and it doesn't cast the spell to summon any of the familiars (horse wolf atronach)

 

I've been trying to track down the same problem. I tried rolling back to 3.2.6 but no luck. Even on a new game it seems to error in the log:

 

 

[02/24/2017 - 07:24:50PM] Error: Unable to link types associated with function "CallFamiliar" in state "" on object "succubusfamiliarquestscript".

[02/24/2017 - 07:24:50PM] Error: Unable to link types associated with function "DismissFamiliar" in state "" on object "succubusfamiliarquestscript".

[02/24/2017 - 07:24:50PM] Error: Unable to link type of variable "::CFQ_var" on object "SuccubusFamiliarAliasScript"

[02/24/2017 - 07:24:50PM] Error: Unable to link type of property "CFQ" on object "SuccubusFamiliarAliasScript"

-

[02/24/2017 - 07:25:20PM] warning: Property CFQ on script SuccubusFamiliarAliasScript attached to alias FlameAtronachFamiliar on quest SuccubusFamiliarQuest (1B000F44) cannot be initialized because the script no longer contains that property

[02/24/2017 - 07:25:20PM] warning: Property CFQ on script SuccubusFamiliarAliasScript attached to alias SpectralHorseFamiliar on quest SuccubusFamiliarQuest (1B000F44) cannot be initialized because the script no longer contains that property

[02/24/2017 - 07:25:20PM] warning: Property CFQ on script SuccubusFamiliarAliasScript attached to alias SpectralWolfFamiliar on quest SuccubusFamiliarQuest (1B000F44) cannot be initialized because the script no longer contains that property

...

 

Posted

 

 

i think familiars are broken in 3.2.8a

 

i can summon them if i use succubusfamiliarquestscript.pex from 3.2.6, but the script from 3.2.8a only shows me energy in the top left corner, and it doesn't cast the spell to summon any of the familiars (horse wolf atronach)

 

 

I've been trying to track down the same problem. I tried rolling back to 3.2.6 but no luck. Even on a new game it seems to error in the log:

 

 

[02/24/2017 - 07:24:50PM] Error: Unable to link types associated with function "CallFamiliar" in state "" on object "succubusfamiliarquestscript".

[02/24/2017 - 07:24:50PM] Error: Unable to link types associated with function "DismissFamiliar" in state "" on object "succubusfamiliarquestscript".

[02/24/2017 - 07:24:50PM] Error: Unable to link type of variable "::CFQ_var" on object "SuccubusFamiliarAliasScript"

[02/24/2017 - 07:24:50PM] Error: Unable to link type of property "CFQ" on object "SuccubusFamiliarAliasScript"

-

[02/24/2017 - 07:25:20PM] warning: Property CFQ on script SuccubusFamiliarAliasScript attached to alias FlameAtronachFamiliar on quest SuccubusFamiliarQuest (1B000F44) cannot be initialized because the script no longer contains that property

[02/24/2017 - 07:25:20PM] warning: Property CFQ on script SuccubusFamiliarAliasScript attached to alias SpectralHorseFamiliar on quest SuccubusFamiliarQuest (1B000F44) cannot be initialized because the script no longer contains that property

[02/24/2017 - 07:25:20PM] warning: Property CFQ on script SuccubusFamiliarAliasScript attached to alias SpectralWolfFamiliar on quest SuccubusFamiliarQuest (1B000F44) cannot be initialized because the script no longer contains that property

...

 

 

here is a comparison of the 2 scripts; 3.2.8a is on the left and 3.2.6 is on the right

 

 

only difference is that bit with EFF support, which incidentally, pertains to the errors you got with CallFamiliar function

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